some experimental changes
This commit is contained in:
parent
db74545a5e
commit
ef3524c174
40
init.lua
40
init.lua
@ -336,7 +336,8 @@ core.register_entity(":__builtin:item", {
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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if (time_to_live > 0 and self.age > time_to_live)
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or self.itemstring == "" then
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self.itemstring = ""
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self.object:remove()
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return
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@ -345,11 +346,24 @@ core.register_entity(":__builtin:item", {
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local pos = self.object:getpos()
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local node = node_ok({
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x = pos.x,
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y = pos.y - 0.5,
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y = pos.y,
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z = pos.z
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})
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local def = core.registered_nodes[node.name]
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-- item inside block, move upwards
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if def.liquidtype ~= "source"
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and def.liquidtype ~= "flowing"
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and node.name ~= "air"
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and def.drawtype == "normal" then
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local npos = minetest.find_node_near(pos, 1, "air")
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if npos then
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self.object:moveto(npos)
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end
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return
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end
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-- destroy item when dropped into lava (if enabled)
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if destroy_item > 0 and def.groups.lava then
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minetest.sound_play("builtin_item_lava", {
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@ -362,17 +376,9 @@ core.register_entity(":__builtin:item", {
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return
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end
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-- dropped on ice makes item continue moving
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if node.name == "default:ice" then
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return
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end
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if def.liquidtype == "flowing" then
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-- flowing water pushes item along (by QwertyMine3)
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local nod = node_ok({x = pos.x, y = pos.y + 0.5, z = pos.z})
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if minetest.registered_nodes[nod.name].liquidtype == "flowing" then
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local vec = quick_flow(self.object:getpos(),
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node_ok(self.object:getpos()))
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local vec = quick_flow(pos, node)
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if vec then
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@ -383,6 +389,16 @@ core.register_entity(":__builtin:item", {
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end
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return
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else
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if self.object:getvelocity().y == 0
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and minetest.get_node({
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x = pos.x,
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y = pos.y - 0.5,
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z = pos.z}).name ~= "default:ice" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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end
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end
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-- Ignore is walkable -> stop until the block loaded
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454
init.lua_OK
Normal file
454
init.lua_OK
Normal file
@ -0,0 +1,454 @@
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-- Minetest: builtin/item_entity.lua (11th September 2016)
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local abs = math.abs
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-- water flow functions by QwertyMine3, edited by TenPlus1
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local function to_unit_vector(dir_vector)
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local inv_roots = {
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[0] = 1,
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[1] = 1,
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[2] = 0.70710678118655,
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[4] = 0.5,
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[5] = 0.44721359549996,
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[8] = 0.35355339059327
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}
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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return {
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x = dir_vector.x * inv_roots[sum],
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y = dir_vector.y,
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z = dir_vector.z * inv_roots[sum]
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}
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end
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local function is_touching(realpos, nodepos, radius)
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return (abs(realpos - nodepos) > (0.5 - radius))
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end
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local function node_ok(pos)
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes["default:dirt"]
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end
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if minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes["default:dirt"]
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end
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local function is_liquid(pos)
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return (minetest.registered_nodes[
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node_ok({x = pos.x, y = pos.y, z = pos.z}).name].groups.liquid)
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end
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local function quick_flow_logic(node, pos_testing, direction)
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if minetest.registered_nodes[node.name].liquidtype == "source" then
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local node_testing = node_ok(pos_testing)
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local param2_testing = node_testing.param2
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if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing" then
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return 0
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else
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return direction
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end
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elseif minetest.registered_nodes[node.name].liquidtype == "flowing" then
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local node_testing = node_ok(pos_testing)
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local param2_testing = node_testing.param2
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if minetest.registered_nodes[node_testing.name].liquidtype == "source" then
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return -direction
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elseif minetest.registered_nodes[node_testing.name].liquidtype == "flowing" then
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if param2_testing < node.param2 then
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if (node.param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > node.param2 then
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if (param2_testing - node.param2) > 6 then
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return direction
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else
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return -direction
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end
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end
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end
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end
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return 0
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end
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local function quick_flow(pos, node)
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local x, z = 0, 0
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if not minetest.registered_nodes[node.name].groups.liquid then
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return {x = 0, y = 0, z = 0}
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end
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x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
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x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
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return to_unit_vector({x = x, y = 0, z = z})
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end
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--if not in water but touching, move centre to touching block
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--x has higher precedence than z -- if pos changes with x, it affects z
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local function move_centre(pos, realpos, node, radius)
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if is_touching(realpos.x, pos.x, radius) then
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if is_liquid({x = pos.x - 1, y = pos.y, z = pos.z}) then
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pos = {x = pos.x - 1, y = pos.y, z = pos.z}
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node = node_ok(pos)
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elseif is_liquid({x = pos.x + 1, y = pos.y, z = pos.z}) then
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pos = {x = pos.x + 1, y = pos.y, z = pos.z}
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node = node_ok(pos)
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end
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end
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if is_touching(realpos.z, pos.z, radius) then
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if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
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pos = {x = pos.x, y = pos.y, z = pos.z - 1}
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node = node_ok(pos)
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elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
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pos = {x = pos.x, y = pos.y, z = pos.z + 1}
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node = node_ok(pos)
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end
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end
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return pos, node
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end
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-- END water flow functions
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function core.spawn_item(pos, item)
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local obj = core.add_entity(pos, "__builtin:item")
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-- Don't use obj if it couldn't be added to the map.
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if obj then
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obj:get_luaentity():set_item(ItemStack(item):to_string())
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end
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return obj
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end
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-- if item_entity_ttl is not set, enity will have default life time
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-- setting to -1 disables the feature
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local time_to_live = tonumber(core.setting_get("item_entity_ttl")) or 900
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-- if destroy_item is 1 then dropped items will burn inside lava
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local destroy_item = tonumber(core.setting_get("destroy_item")) or 1
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-- entity gravity
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local gravity = tonumber(minetest.setting_get("movement_gravity")) or 9.81
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-- particle effects for when item is destroyed
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local function add_effects(pos)
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minetest.add_particlespawner({
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amount = 1,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -1, y = 2, z = -1},
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maxvel = {x = 1, y = 5, z = 1},
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minacc = {x = -4, y = -4, z = -4},
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maxacc = {x = 4, y = 4, z = 4},
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minexptime = 1,
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maxexptime = 3,
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minsize = 1,
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maxsize = 4,
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texture = "tnt_smoke.png",
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})
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end
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-- check if within map limits (-30911 to 30927)
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local function within_limits(pos)
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if pos.x > -30913
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and pos.x < 30928
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and pos.y > -30913
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and pos.y < 30928
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and pos.z > -30913
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and pos.z < 30928 then
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return true -- within limits
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end
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return false -- beyond limits
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end
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core.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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itemstring = "",
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physical_state = true,
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age = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local itemname = stack:get_name()
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local max_count = stack:get_stack_max()
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local count = math.min(stack:get_count(), max_count)
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local size = 0.2 + 0.1 * (count / max_count)
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if not core.registered_items[itemname] then
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itemname = "unknown"
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end
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self.object:set_properties({
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = size, y = size},
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collisionbox = {-size, -size, -size, size, size, size},
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automatic_rotate = math.pi * 0.5,
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infotext = core.registered_items[itemname].description
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})
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end,
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update_gravity = function(self)
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if not self.physical_state then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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return
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end
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self.object:setacceleration({x = 0, y = -gravity, z = 0})
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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age = self.age,
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dropped_by = self.dropped_by
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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-- special function to fast remove entities (xanadu only)
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if (mobs and mobs.entity and mobs.entity == false)
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or not self then
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self.object:remove()
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return
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end
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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self.age = data.age or 0
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self.age = self.age + dtime_s
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self.dropped_by = data.dropped_by
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self:update_gravity()
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self:set_item(self.itemstring)
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end,
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try_merge_with = function(self, own_stack, object, entity)
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if self.age == entity.age then
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-- Can not merge with itself
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return false
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end
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local stack = ItemStack(entity.itemstring)
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local name = stack:get_name()
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if own_stack:get_name() ~= name or own_stack:get_free_space() == 0 then
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-- Can not merge different or full stack
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return false
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end
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local count = own_stack:get_count()
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local total_count = stack:get_count() + count
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local max_count = stack:get_stack_max()
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-- Merge the remote stack into this one
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if total_count > max_count then
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return false
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end
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local pos = object:getpos()
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pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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self:set_item(name .. " " .. total_count) ; self.age = 0
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entity.itemstring = ""
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object:remove()
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return true
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ""
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self.object:remove()
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return
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end
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local pos = self.object:getpos()
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local node = node_ok({
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x = pos.x,
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y = pos.y - 0.5,
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z = pos.z
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})
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local def = core.registered_nodes[node.name]
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-- destroy item when dropped into lava (if enabled)
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if destroy_item > 0 and def.groups.lava then
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minetest.sound_play("builtin_item_lava", {
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pos = pos,
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max_hear_distance = 6,
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gain = 0.5
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})
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add_effects(pos)
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self.object:remove()
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return
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end
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-- dropped on ice makes item continue moving
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if node.name == "default:ice" then
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return
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end
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-- flowing water pushes item along (by QwertyMine3)
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local nod = node_ok({x = pos.x, y = pos.y + 0.5, z = pos.z})
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if minetest.registered_nodes[nod.name].liquidtype == "flowing" then
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local vec = quick_flow(self.object:getpos(),
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node_ok(self.object:getpos()))
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if vec then
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local v = self.object:getvelocity()
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self.object:setvelocity(
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{x = vec.x, y = v.y, z = vec.z})
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end
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return
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end
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-- Ignore is walkable -> stop until the block loaded
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local entity_fall = (def and not def.walkable)
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if self.physical_state == entity_fall then
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-- This stops pushing items where water causes them to flow from stationary
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if not entity_fall then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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end
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return
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.physical_state = entity_fall
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self.object:set_properties({
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physical = entity_fall
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})
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self:update_gravity()
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-- Collect the items around to merge with
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local own_stack = ItemStack(self.itemstring)
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if own_stack:get_free_space() == 0 then
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return
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end
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local objects = core.get_objects_inside_radius(pos, 1.0)
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for k, object in pairs(objects) do
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local entity = object:get_luaentity()
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if entity and entity.name == "__builtin:item" then
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if self:try_merge_with(own_stack, object, entity) then
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own_stack = ItemStack(self.itemstring)
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if own_stack:get_free_space() == 0 then
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return
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end
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end
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end
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end
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end,
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on_punch = function(self, puncher)
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local inv = puncher:get_inventory()
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if inv and self.itemstring ~= "" then
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local left = inv:add_item("main", self.itemstring)
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|
||||
if left and not left:is_empty() then
|
||||
|
||||
self:set_item(left:to_string())
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
self.itemstring = ""
|
||||
self.object:remove()
|
||||
end,
|
||||
})
|
Loading…
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Reference in New Issue
Block a user